Stormworks: Build and Rescue

Stormworks: Build and Rescue

Marino torpedo example station
Showing 11-20 of 21 entries
< 1  2  3 >
Update: 4 Jul, 2021 @ 12:50am

Rework:

The AF version now checks if it has been under water for more than 3 seconds before turning off when the impact sensor is activated. This prevents the torpedo from deactivating itself after it hit an object before even being underwater for more than 3 seconds.

Update: 3 Jul, 2021 @ 10:32pm

Fixed:

outer hatches had no electricity

Update: 13 Jun, 2021 @ 12:53pm

Hotfix:

Added electricity to Sonar

Update: 13 Jun, 2021 @ 12:52pm

Updated Thumbnail border

Update: 13 Jun, 2021 @ 12:11pm

Rework:

Changed the property name "Torpedo no." to "Torpedo ID" on the AF model. You can now choose if you want to use the Torpedo ID as launch channel or the PPS3 preset channel (11). This is just supposed to make it easier to install the torpedo on PPS3 compatible aircraft. I also decreased the launch delay from 1 to 0.1 seconds on the aerial version now.

Update: 11 Jun, 2021 @ 4:23am

Fix:

Decreased launch delay from 1 to 0.1 seconds and fixed PPS3 compatibility on the pylon version version

Update: 7 Jun, 2021 @ 11:56am

Rework:

The AF (aerial/pylon dropped) version does not output throttle to its motors to prevent the motors from spinning up the propeller to really high speeds while the torpedo is still in the air. That prevents the torpedo from crashing into the sea floor when launched from bad angles or high altitude.

Update: 5 Jun, 2021 @ 6:44am

Update:

Third version, second update of both torpedoes! This is not a major change but I have added a modified flare block in the front of the torpedo that launches when close to the target. It works just like the land mines you might know from the workshop, launch a flare at incredible speed at something and it will receive a lot of damage. Also, the angle in which the torpedo actually can deal damage has been increased. On extreme wedges, it might still fail to punch a proper hole into the hull of a submarine or ship, but in most cases it should hit. Because of this flare, the torpedo length has been increased from 21 to 22. The flare is not mandatory, you can remove it to get a smaller torpedo again. Have fun!

Update: 1 Jun, 2021 @ 12:19pm

Update:

So, first update! Both the R and F version can now be launched without any target information what so ever. You just need an On/Off signal on the appropiate composite channel and the torpedo will check if you have sent any mass to it. If it does not get any target mass, it will instead just go in a (somewhat) straight line until it finds a target that it will then engage. If you spot any bugs, please tell me since I could not go through extensive testing yet. Hope you like it !

Update: 31 May, 2021 @ 8:05am

Updated Marino torpedo example station.